Hecatoncheir uses Doom as an interrupt when the fight starts. Hecatoncheir will use Revenge Style on its first turn, then wait a while, then use either Quake or two of Rush/Assault Tackle/Hurricane Kick, then use either Counter or Impulse, all on the same turn. It will repeat that pattern until defeated.

Hec does have Quake to keep you honest, but most of his damage is physical so it's pretty safe to cheat a bit in that direction. Draw Fire + Retaliate will work against all of the physical attacks from Revenge Style 1, but won't work against either of the Revenge Style 2 attacks.

Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

Once reduced to 70% or less HP, Kaiser Behemoth switches permanently to Standing 1 state and fully heals. In Default state, Kaiser Behemoth uses Shell on its first turn, Attack on its next turn, a random attack on its third turn, Tail on its fourth turn and every 3rd turn thereafter, and random attacks on the other turns. In Standing 1 state, Kaiser Behemoth will always follow non-Claw abilities with Claw on its next turn, and it cannot use Sunder Earth more frequently than once every 3 turns.

Because Kaiser Behemoth always follows non-Claw attacks with Claw in Standing 1 phase, his actual ratio of magical attacks is less than it appears (closer to 25% than 50%). Since Default and Standing 2 phases are both pure physical, and Standing 1 is mostly physical, it's not a bad idea to lean more heavily for physical mitigation. On the other hand, all of Kaiser Behemoth's physical attacks except for Sunder Earth and Tail are susceptible to Draw Fire + Retaliate. Sunder Earth is very dangerous, though, so don't completely neglect physical defense in favor of Drawtaliate.

Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

*:Aster Protoflorian switches between Fire Weak, Ice Weak, and Thunder Weak states. In Fire Weak state, it is weak to fire, absorbs ice, and resists thunder and water. In Ice Weak state, it is weak to ice, absorbs fire, and resists thunder and water. In Thunder Weak state, it is weak to thunder, absorbs water, and resists fire and ice.

2: Aster Protoflorian only uses the elemental attack corresponding to its current Absorb element.

Commentary

The Manasvin Warmech uses 凶 Plasma Beam on its 4th turn if above 50% HP and Rush on its 8th turn if above 50% HP. It always follows Rush, Wave Cannon, and 凶 Plasma Beam with Plasma Beam on its next turn.

The Aster Protoflorian always begins the fight weak to fire and changes its weakness every 3 turns. It always follows its AOE attacks with either Flower Screw (in Default phase) or Headbutt (in Weak phase).

The Garuda Interceptor uses Slowga on its second turn and every 6 turns thereafter. It always follows Slowga, Thundaga, and Beam Rain with Shock Breath on its next turn.

Event Quest Notes: None

Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

Bahamut uses Doom as an interrupt when the fight starts. Bahamut uses Rush on his 4th turn and a minimum of every 4 turns thereafter (5 turns in Weak or Very Weak states). Bahamut always follows Rush, Ignis, and Inferno with either Aerial Rave or Dragon Claw. Hecatoncheir uses Revenge Style on its first turn then waits 10 seconds before doing another action. On its next turn, it will use either Quake or two of Rush/Assault Tackle/Hurricane Kick, then use either Counter or Impulse, all on the same turn. It repeats that pattern until defeated.

Once again, while both Bahamut and Hecatoncheir have magical attacks, their AI quirks means that you'll take much more frequent physical attacks from both of them. That said, all of Bahamut's single target attacks and Hecatoncheir's Rush, Assault Tackle, and Hurricane Kick are all susceptible to Draw Fire + Retaliate, which will do a great deal to provide you with breathing space (especially since Bahamut always follows his AOEs with single target physical attacks).

Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

Haven't done a CM since FFT but with the new relics I got I was able to go 1/1 on this one and only losing one medal. Setup was

lvl 80 Snow w/ Diamond Dust (I think this was the first SSB I got in the game when I started)
lvl 70 Cid w/ Metamorphose (Had him use meltdown on the last guy and it capped out in damage...)
lvl 70 Hope w/ Explosive Fist
lvl 80 Vanille w/ Miracle Prayer (I can't seem to get her BSB or USB)
lvl65 Sazh w/ Choco-Chick Blues (I'm so glad I had a reason to use him for once lol)

CM was a bit of a pain due to my limited pool (and my refusal to level Sazh past 50 LOL) but got it down after I got some SBs done in their proper order to make sure the bosses died before they could wreck me. No shout native or anything of the sort, so I had to RW Shout and bypass Wall.

U++ I one-shotted, but not without paralyze being a pain. Yshtola got para'd on Behemoth's first cast, but thankfully he didn't get to do another because I murdered him, and by time he was dying, Yshtola finally became unpara'd so that was a thing. Nobody died, though so..yay.

CM was a joke. Melted faster than things that melt fast. Fang and Hope 3 shotted the warmech (2 Thunder Dive and 1 Chain Thundaga), Snow and Hope took care of the middle fight, and Fang and Hope destroyed the last one.

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